what about stop sexlab expression from overwriting the Phonemes? it would be a game changer if we can have ahegao on demand. for now, the mouth will close but the tongue will still be there if you sneak and un sneak or got sexlab expression applayed.
What if you disable Play Lip Sync Animation in SL's Animation Settings too? I've tried it with SL, and while there's some phonemes jitter when switching stage/animation, I think it's pretty reasonable given the current lack of lip control. It's the reason SYTO doesn't touch any expression modifier but the phonemes.
the mouth would close if the expression changes, i don't want to give up the random expressions and lip sync, is just too good to give up with sexlab smooth expression.
It should re-apply the phonemes though, no? The script should be re-applying the phonemes every x frequency. Or is it because the lip sync is messing with it? I mean, it's gonna be jittery cause the lip sync is fighting with it, but it does re-apply, yeah? Maybe if SL's lip sync can be temporarily disabled while the tongue is active, and then re-enable if not. I don't know, I might look into it.
no, it doesn't reapply at all, i even tested with only the dependency, like the NPC would close the mouth if they sneak and un sneak or after fast traveled, once the mouth closed it won't open again at all.
When you apply it to follower and changing location with him his tongue persists, but expression resets to default. I found solution to save expression of follower with mod where ring sets expression. But still it asks everytime which expression i want to set. It would be great to make some item that automaticaly will set expression evry time you enter new location so you could make that face and tongue persist always(i have necromancy mod that expands time of revived servant and want it looking immersive)
Thanks for your nice work but: 1) the biggest problem I have encountered is that after decapitation the tongue will still be equipped in the head's position relative to the body's mesh(hence floating over the decapitated neck), instead of in the correct position in the severed head. Not sure if that was caused by some others mods. 2) Do we need a Zminus 0.25 or 0.5 option, since the tongue is currently always stacked upon the original tongue mesh of the character?
1. Unfortunately, the tongue mesh doesn't occupy a head slot, so it will be left on the body and I don't think there's a slot available that can be used without disrupting other headgears. 2. You can use Outfit Studio to edit the meshes if you think they don't sit right.
Thank you for your reply. Because my character used no headgears, I tried to adjust this myself. I allocated another slot(node 44 in Biped object of the tongue AA for example), made this single change, but then the tongue mesh stopped to appear any more. I suspected if there was a displacement due to the change, causing it to float in some incorrect position all around, but didn't find it yet.
Could you tell me how could I do this myself, if I prefer the tongue to go with the head slot? Thanks.
(A solution that I came up with to avoid conflicts: how about using the slot of the bloody slice of flesh added on the severed head? I notice that after equipping the tongue to the decapitated body another slice of flesh on the body part disappears, seemingly suggesting that the tongue armour takes the same slot of that slice? If so, why doesn't it took the slot of another slice that goes with the severed head instead? either way one slice will disappear. Not a perfect solution but I suppose this won't affect other headgears.)
I haven't really tried doing it any other way so I'm not sure about how it'll work either. But maybe you also need to change the Partition Flag under BSDismemberSkinInstance with the proper slot number in the nif with NifSkope?
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I've tried it with SL, and while there's some phonemes jitter when switching stage/animation, I think it's pretty reasonable given the current lack of lip control. It's the reason SYTO doesn't touch any expression modifier but the phonemes.
Maybe if SL's lip sync can be temporarily disabled while the tongue is active, and then re-enable if not. I don't know, I might look into it.
I think I have the re-apply update disabled when using Indefinite duration.
2) Do we need a Zminus 0.25 or 0.5 option, since the tongue is currently always stacked upon the original tongue mesh of the character?
2. You can use Outfit Studio to edit the meshes if you think they don't sit right.
Could you tell me how could I do this myself, if I prefer the tongue to go with the head slot? Thanks.
(A solution that I came up with to avoid conflicts: how about using the slot of the bloody slice of flesh added on the severed head? I notice that after equipping the tongue to the decapitated body another slice of flesh on the body part disappears, seemingly suggesting that the tongue armour takes the same slot of that slice? If so, why doesn't it took the slot of another slice that goes with the severed head instead? either way one slice will disappear. Not a perfect solution but I suppose this won't affect other headgears.)